🔧How to Debug Common Issues
My content won't run in Unreal.
If your content doesn't run during gameplay in Unreal, there are a few common issues that may be the root of the issue.
Review Authored Content
There are a few different pitfalls that can occur when authoring content that can lead to failures when starting gameplay in Unreal. We recommend reviewing the task at hand in Coppola for some of the following mistakes.
Please note: If any line in a task is invalid, the entire task will fail. I.e. if a line is invalid then you won't see the task planned into at all.
This one might seem silly to double check, but it's not impossible to forget a step integral to the completion of the task. Read through each line in the task to make sure you have all the required actions.
Sometimes we see an issue where one NPC picks up a prop and then another NPC is told to use the prop. In the example below you'll see the barkeep picks up the glass and then the bar patron is told to drink from the glass. The bar patron can't drink from a glass they have not picked up, so the task will fail.

This may not always appear specifically with pick up . Double check each step in a task to make sure the actions are taken by the right NPC.
Review Smart Object Definition
Even if you're not seeing the replan mid-task, we recommend reviewing the following potential solves, just in case.
Double Check Tags in Smart Object Definitions
If there are multiple Smart Objects used in a single piece of content, you'll want to repeat this step for each prop.

Find the Smart Object Definition in the Content Browser and open it. Each slot will reference the necessary activity tags.
User Tag Filter: the tags here represent the props that are accepted by the Smart Object at hand. Using the above screenshot as an example, the PutsDown slot accepts any prop with the
Bitpart.Prop.Glasstag. If you're trying to put an item down on a surface, make sure it's attributed prop tag is set here.Activity Tags: there will be at least two activity tags used for a given slot—a
Bitpart.Propand aBitpartAnimtag. The former identifies the prop the Smart Object is attached to, and the latter identifes the action taken by the NPC.
Check both the user tag(s) and the activity tags to make sure they correlate accordingly. In the screenshot above, you'll notice that the
Bitpart.Proptag is incorrectly assigned.Bitpart.Prop.BarCounterhas been assigned instead ofBitpart.Prop.HighTable.If you're unsure what prop type tag should be used, use the Content Browse to find and open the prop blueprint. Select the BitpartProp component and navigate to Details → Bitpart → PropType → Anim Prop Tag. Make sure the tag you're using in the Smart Object Definition reflects what's selected here. Here's an example:

Missing Transforms and/or Tags
This is specific to tasks where one prop is placed onto another. If the task you're debugging does not involve that action, the below would not apply.
There are two different types of tags used for Transforms: Bitpart.Trait.Placement.Actor and Bitpart.Trait.Placement.Mesh . If you're unclear on what these tags do, we have documentation on both.

If you are attempting to place one prop on another, make sure you're not missing the Transform element in it's entirety. If it does exist, double check that you're not missing the tag at the bottom.
A Transform with the mesh placement annotation is used when the prop mesh should rest at a different orientation from the actor root — for example, a bottle laying on its side on a shelf. SO if the orientation of your prop is not changing, this element is unneccessary and therefore not present.
Why am I getting an action failure?

If you're not seeing your content play through the way you would expect, check the output log for the error above. Below are some of the reasons why this error might occur. Try them out! If they don't help resolve the issue, feel free to reach out to us on Discord for help.
Smart Object Issue
Often when this error appears it means there's an issue with the way a Smart Object is constructed. Let's walk through some steps you can take to confirm that's the problem and then how to proceed.

In your Command line, input
log LogSmartObject Logand hit Enter. Hit play and let the content run through until it stops. Once it hits it's stopping point, pause the game and open the Output Log.Search for
Failed to find any acceptable SmartObjectsin the Output Log. If it does not appear, then the issue likely lies elsewhere. If it does show up find the Smart Object the message points you towards.Find the Smart Object in your Content Browser and open it. Now, some specifics to check:
Is there a slot on the Smart Object for the action you're trying to take?
If there is a slot, are you using the correct user tag filters and activity tags?
Is your user tag filter looking for ALL tags to match? If so, make sure the action you're taking would have all of those tags at work. It's possible you'll need to adjust the filter to use a different Root Expression.
Does the slot have a Behavior Definition set?
Are there any preconditions on the slot? If there are...
Are they set-up correctly?
Are they fulfilled by the action you're trying to take?
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